Exemplo n.º 1
0
void CameraPathControls::draw(const mat4& projection, const mat4 views[],
                                   const vec3& lightPositionWorld,
                                   const int& selectedControlPoint,
                                   float deltaT) const {

    /// Common drawing.
    predraw();
	
    /// Update the model matrix.
    static float angle = 1.0f;
    angle += deltaT * 1.0f;
    mat4 rotationMatrix = mat4::Identity();
    rotationMatrix(0,0) = +std::cos(angle);
    rotationMatrix(0,1) = -std::sin(angle);
    rotationMatrix(1,0) = +std::sin(angle);
    rotationMatrix(1,1) = +std::cos(angle);

    /// Update the content of the uniforms.
    glUniformMatrix4fv( _projectionID, 1, GL_FALSE, projection.data());
    glUniformMatrix4fv( _viewID, 1, GL_FALSE, views[0].data());
    glUniform3fv(_lightPositionWorldID, 1, lightPositionWorld.data());
    glUniform1i( _selectedControlPointID, selectedControlPoint);
    glUniformMatrix4fv(_rotationMatrixID, 1, GL_FALSE, rotationMatrix.data());

    /// Render from camera point of view to 'normal' FBOs.
    glBindFramebuffer(GL_FRAMEBUFFER, framebufferIDs["controllerView"]);
    _vertices->draw();

}
Exemplo n.º 2
0
void Program::setUniformDirectly(int nLoc, uint32_t type, const mat4& value)
{
#if !defined(ET_CONSOLE_APPLICATION)
	if (nLoc == -1) return;
	
	(void)type;
	ET_ASSERT(type == GL_FLOAT_MAT4);
	ET_ASSERT(apiHandleValid());
	
	glUniformMatrix4fv(nLoc, 1, 0, value.data());
	checkOpenGLError("glUniformMatrix4fv");
#endif
}
Exemplo n.º 3
0
void Program::setUniform(int nLoc, uint32_t type, const mat4& value, bool forced)
{
	if (nLoc == -1) return;
	
	(void)type;
	assert(type == GL_FLOAT_MAT4);
	assert(loaded());
	
	if (forced || ((_mat4Cache.count(nLoc) == 0) || (_mat4Cache[nLoc] != value)))
	{
		_mat4Cache[nLoc] = value;
		glUniformMatrix4fv(nLoc, 1, 0, value.data());
	}
	
	checkOpenGLError("setUniform - mat4");
}
Exemplo n.º 4
0
void Program::setUniform(int nLoc, uint32_t type, const mat4& value, bool forced)
{
#if !defined(ET_CONSOLE_APPLICATION)
	if (nLoc == -1) return;
	
	(void)type;
	ET_ASSERT(type == GL_FLOAT_MAT4);
	ET_ASSERT(apiHandleValid());
	
	if (forced || ((_mat4Cache.count(nLoc) == 0) || (_mat4Cache[nLoc] != value)))
	{
		_mat4Cache[nLoc] = value;
		glUniformMatrix4fv(nLoc, 1, 0, value.data());
		checkOpenGLError("glUniformMatrix4fv");
	}
	
#endif
}